<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>Farseer Physics Engine</title><link>http://farseerphysics.codeplex.com/project/feeds/rss</link><description>The Farseer Physics Engine is an easy to use 2D physics engine designed for Microsoft&amp;#8217;s &amp;#42;XNA&amp;#42; and &amp;#42;Silverlight&amp;#42; platforms. The Farseer Physics Engine focuses on simplicity, useful features, and enabling the creation of fun, dynamic games.</description><item><title>New Post: Difficulties with implementation of DebugView</title><link>http://farseerphysics.codeplex.com/discussions/444978</link><description>&lt;div style="line-height: normal;"&gt;I added the project &amp;quot;Farseer Physics Engine 3.3.1 HelloWorld XNA\DebugView XNA\DebugView XNA.csproj&amp;quot; to my solution explorer in Visual Studio. In addition, I added a reference to my project and the &amp;quot;using FarseerPhysics.DebugViews;&amp;quot; to my class.&lt;br /&gt;
&lt;br /&gt;
But DebugView is still not working. I tried this code but I always get an error message and a warning. I found the code in another discussion: &lt;br /&gt;
&lt;a href="https://farseerphysics.codeplex.com/discussions/275582" rel="nofollow"&gt;https://farseerphysics.codeplex.com/discussions/275582&lt;/a&gt;&lt;br /&gt;
Error message: 'FarseerPhysics.DebugViews.DebugViewXNA' does not contain a definition for 'DebugPanel' and no extension method 'DebugPanel' accepting a first argument of type 'FarseerPhysics.DebugViews.DebugViewXNA' could be found (are you missing a using directive or an assembly reference?) &lt;br /&gt;
Warning: The referenced component 'DebugView XNA Content (Content)' could not be found.&lt;br /&gt;
What is this DebugPanel? What is wrong?&lt;br /&gt;
&lt;br /&gt;
What should I change in my code?&lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;World world;
DebugViewXNA physicsDebug;
DebugViewXNA DebugViewFlags;
physicsDebug = new DebugViewXNA(world);
physicsDebug.AppendFlags(DebugViewFlags.DebugPanel);
physicsDebug.DefaultShapeColor = Color.White;
physicsDebug.SleepingShapeColor = Color.LightGray;
physicsDebug.LoadContent(GraphicsDevice, Content);&lt;/code&gt;&lt;/pre&gt;

Drawing DebugView:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;// calculate the projection and view adjustments for the debug view
        Matrix projection = Matrix.CreateOrthographicOffCenter(0f, graphics.GraphicsDevice.Viewport.Width / _displayUnitsToSimUnitsRatio,
                                                         graphics.GraphicsDevice.Viewport.Height / _displayUnitsToSimUnitsRatio, 0f, 0f,
                                                         1f);
        Matrix view = Matrix.CreateTranslation(new Vector3((_cameraPosition / _displayUnitsToSimUnitsRatio) - (_screenCenter / _displayUnitsToSimUnitsRatio), 0f)) * Matrix.CreateTranslation(new Vector3((_screenCenter / _displayUnitsToSimUnitsRatio), 0f));
        // draw the debug view
        physicsDebug.RenderDebugData(ref projection, ref view);&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;</description><author>Wizard999</author><pubDate>Sat, 25 May 2013 18:19:40 GMT</pubDate><guid isPermaLink="false">New Post: Difficulties with implementation of DebugView 20130525061940P</guid></item><item><title>New Post: Difficulties with implementation of DebugView</title><link>http://farseerphysics.codeplex.com/discussions/444978</link><description>&lt;div style="line-height: normal;"&gt;I added the project &amp;quot;Farseer Physics Engine 3.3.1 HelloWorld XNA\DebugView XNA\DebugView XNA.csproj&amp;quot; to my solution explorer in Visual Studio. In addition, I added a reference to my project and the &amp;quot;using FarseerPhysics.DebugViews;&amp;quot; to my class.&lt;br /&gt;
&lt;br /&gt;
But DebugView is still not working. I tried this code but I always get an error message and a warning. I found the code in another discussion: &lt;br /&gt;
&lt;a href="https://farseerphysics.codeplex.com/discussions/275582" rel="nofollow"&gt;https://farseerphysics.codeplex.com/discussions/275582&lt;/a&gt;&lt;br /&gt;
Error message: 'FarseerPhysics.DebugViews.DebugViewXNA' does not contain a definition for 'DebugPanel' and no extension method 'DebugPanel' accepting a first argument of type 'FarseerPhysics.DebugViews.DebugViewXNA' could be found (are you missing a using directive or an assembly reference?) &lt;br /&gt;
Warning: The referenced component 'DebugView XNA Content (Content)' could not be found.&lt;br /&gt;
What is this DebugPanel? What is wrong?&lt;br /&gt;
&lt;br /&gt;
What should I change in my code?&lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;World world;
DebugViewXNA physicsDebug;
DebugViewXNA DebugViewFlags;
physicsDebug = new DebugViewXNA(world);
physicsDebug.AppendFlags(DebugViewFlags.DebugPanel);
physicsDebug.DefaultShapeColor = Color.White;
physicsDebug.SleepingShapeColor = Color.LightGray;
physicsDebug.LoadContent(GraphicsDevice, Content);&lt;/code&gt;&lt;/pre&gt;

Drawing DebugView:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;// calculate the projection and view adjustments for the debug view
        Matrix projection = Matrix.CreateOrthographicOffCenter(0f, graphics.GraphicsDevice.Viewport.Width / _displayUnitsToSimUnitsRatio,
                                                         graphics.GraphicsDevice.Viewport.Height / _displayUnitsToSimUnitsRatio, 0f, 0f,
                                                         1f);
        Matrix view = Matrix.CreateTranslation(new Vector3((_cameraPosition / _displayUnitsToSimUnitsRatio) - (_screenCenter / _displayUnitsToSimUnitsRatio), 0f)) * Matrix.CreateTranslation(new Vector3((_screenCenter / _displayUnitsToSimUnitsRatio), 0f));
        // draw the debug view
        physicsDebug.RenderDebugData(ref projection, ref view);&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;</description><author>Wizard999</author><pubDate>Sat, 25 May 2013 18:19:40 GMT</pubDate><guid isPermaLink="false">New Post: Difficulties with implementation of DebugView 20130525061940P</guid></item><item><title>New Post: OnCollision works not correctly</title><link>http://farseerphysics.codeplex.com/discussions/444899</link><description>&lt;div style="line-height: normal;"&gt;&amp;quot;Coin_OnCollision&amp;quot; is released directly after the start of the game. But there could be no collision between playerrect and a coin, because the start position of playerrect is completely different from the coin position.&lt;br /&gt;
I don't know why &amp;quot;Coin_OnCollision&amp;quot; is released. Why is it released after the start of the game?&lt;br /&gt;
It should just be released when there is a collision between the playerrect and a coin. After the collision, the coin should be removed.&lt;br /&gt;
What is wrong? I don't want that &amp;quot;Coin_OnCollision&amp;quot; is released at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Game1:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        World world;
        Body playerrect;
        Texture2D playerSprite, coinSprite;
        public List&amp;lt;Coins&amp;gt; CoinsList = new List&amp;lt;Coins&amp;gt;();

        private static float _displayUnitsToSimUnitsRatio = 100f;

        public static Vector2 ToDisplayUnits(Vector2 simUnits)
        {
            return simUnits * _displayUnitsToSimUnitsRatio;
        }

        private bool isOnGround;

        bool Player_OnCollision(Fixture fixtureA, Fixture fixtureB, FarseerPhysics.Dynamics.Contacts.Contact contact)
        {
    //        if (fixtureB.CollisionCategories == Category.Cat5)
            {
        //          isOnGround = true;
            }
        return true;
        }

        void Player_OnSeparation(Fixture fixtureA, Fixture fixtureB)
        {
            if (fixtureB.CollisionCategories == Category.Cat5)
            {
                isOnGround = false;
            }
        }

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = &amp;quot;Content&amp;quot;;
        }

        protected override void Initialize()
        {
            base.Initialize();
        }

        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            playerSprite = Content.Load&amp;lt;Texture2D&amp;gt;(&amp;quot;retromario&amp;quot;);
            coinSprite = Content.Load&amp;lt;Texture2D&amp;gt;(&amp;quot;mariocoin&amp;quot;);

            if (world == null)
            {
                world = new World(new Vector2(0, 2));
            }
            else
            {
                world.Clear();
            }

            playerrect = BodyFactory.CreateRectangle(world, 0.64f, 0.64f, 1.0f);
            playerrect.BodyType = BodyType.Dynamic;
            playerrect.Position = new Vector2(0.22f, 0f);
            playerrect.CollisionCategories = Category.Cat15;
            playerrect.FixedRotation = true;

            playerrect.OnCollision += Player_OnCollision;
            playerrect.OnSeparation += Player_OnSeparation;

            CoinsList.Add(new Coins(world, BodyFactory.CreateRectangle(world, 0.64f, 0.64f, 1.0f), BodyType.Static, true, new Vector2(1.60f, 4.16f), 0, false, playerrect));
        }

        protected override void Update(GameTime gameTime)
        {
            float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
            world.Step(Math.Min(elapsed, (1f / 60f)));
            for (int i = 0; i &amp;lt;= CoinsList.Count -1; i++)
            {
                if (CoinsList[i].Remove == true)
                    CoinsList.Remove(CoinsList[i]);
            }
            base.Update(gameTime);
        }

        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();
            for (int i = 0; i &amp;lt;= CoinsList.Count -1; i++)
                {
                    CoinsList[i].Draw(spriteBatch,coinSprite);
                }
            spriteBatch.Draw(playerSprite, ConvertUnits.ToDisplayUnits(playerrect.Position), null, Color.White, playerrect.Rotation, new Vector2(playerSprite.Width / 2.0f, playerSprite.Height / 2.0f), 1f, SpriteEffects.None, 0f);
           spriteBatch.End();

            base.Draw(gameTime);
        }
    }&lt;/code&gt;&lt;/pre&gt;

Coin class:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;public class Coins
    {
       Body Coin;
       BodyType Cointype;
       Vector2 Coinposition;
       float Coinrotation;
       public bool Remove;
       World world1;
       Body playerrect;

       public Coins(World world,Body coin, BodyType cointype, bool coinsensor, Vector2 coinposition, float coinrotation, bool remove, Body playerr)
       {
         playerrect = playerr;
         world1 = world;
         this.Coin = coin;
         this.Cointype = cointype;
         this.Coin.IsSensor = coinsensor;
         this.Coinposition = coinposition;
         this.Coinrotation = coinrotation;
         this.Remove = remove;
         Coin.OnCollision += Coin_OnCollision;
       }

         bool Coin_OnCollision(Fixture fixtureA, Fixture fixtureB, FarseerPhysics.Dynamics.Contacts.Contact contact)
        {
           if (fixtureB.CollisionCategories == Category.Cat15)
            {
                world1.RemoveBody(fixtureA.Body);
                Remove = true;
            }
            return true;
        }

        public void Draw(SpriteBatch batch, Texture2D coinSprite)
        {
            if (Remove == false)
            {
              batch.Draw(coinSprite, ConvertUnits.ToDisplayUnits(Coinposition), null, Color.White, Coinrotation, new Vector2(coinSprite.Width / 2.0f, coinSprite.Height / 2.0f), 1f, SpriteEffects.None, 0f);
            }
        }
   }&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;</description><author>Wizard999</author><pubDate>Fri, 24 May 2013 15:34:16 GMT</pubDate><guid isPermaLink="false">New Post: OnCollision works not correctly 20130524033416P</guid></item><item><title>New Post: OnCollision works not correctly</title><link>http://farseerphysics.codeplex.com/discussions/444899</link><description>&lt;div style="line-height: normal;"&gt;&amp;quot;Coin_OnCollision&amp;quot; is released directly after the start of the game. But there could be no collision between playerrect and a coin, because the start position of playerrect is completely different from the coin position.&lt;br /&gt;
I don't know why &amp;quot;Coin_OnCollision&amp;quot; is released. Why is it released after the start of the game?&lt;br /&gt;
It should just be released when there is a collision between the playerrect and a coin. After the collision, the coin should be removed.&lt;br /&gt;
What is wrong? I don't want that &amp;quot;Coin_OnCollision&amp;quot; is released at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Game1:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        World world;
        Body playerrect;
        Texture2D playerSprite, coinSprite;
        public List&amp;lt;Coins&amp;gt; CoinsList = new List&amp;lt;Coins&amp;gt;();

        private static float _displayUnitsToSimUnitsRatio = 100f;

        public static Vector2 ToDisplayUnits(Vector2 simUnits)
        {
            return simUnits * _displayUnitsToSimUnitsRatio;
        }

        private bool isOnGround;

        bool Player_OnCollision(Fixture fixtureA, Fixture fixtureB, FarseerPhysics.Dynamics.Contacts.Contact contact)
        {
    //        if (fixtureB.CollisionCategories == Category.Cat5)
            {
        //          isOnGround = true;
            }
        return true;
        }

        void Player_OnSeparation(Fixture fixtureA, Fixture fixtureB)
        {
            if (fixtureB.CollisionCategories == Category.Cat5)
            {
                isOnGround = false;
            }
        }

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = &amp;quot;Content&amp;quot;;
        }

        protected override void Initialize()
        {
            base.Initialize();
        }

        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            playerSprite = Content.Load&amp;lt;Texture2D&amp;gt;(&amp;quot;retromario&amp;quot;);
            coinSprite = Content.Load&amp;lt;Texture2D&amp;gt;(&amp;quot;mariocoin&amp;quot;);

            if (world == null)
            {
                world = new World(new Vector2(0, 2));
            }
            else
            {
                world.Clear();
            }

            playerrect = BodyFactory.CreateRectangle(world, 0.64f, 0.64f, 1.0f);
            playerrect.BodyType = BodyType.Dynamic;
            playerrect.Position = new Vector2(0.22f, 0f);
            playerrect.CollisionCategories = Category.Cat15;
            playerrect.FixedRotation = true;

            playerrect.OnCollision += Player_OnCollision;
            playerrect.OnSeparation += Player_OnSeparation;

            CoinsList.Add(new Coins(world, BodyFactory.CreateRectangle(world, 0.64f, 0.64f, 1.0f), BodyType.Static, true, new Vector2(1.60f, 4.16f), 0, false, playerrect));
        }

        protected override void Update(GameTime gameTime)
        {
            float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
            world.Step(Math.Min(elapsed, (1f / 60f)));
            for (int i = 0; i &amp;lt;= CoinsList.Count -1; i++)
            {
                if (CoinsList[i].Remove == true)
                    CoinsList.Remove(CoinsList[i]);
            }
            base.Update(gameTime);
        }

        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();
            for (int i = 0; i &amp;lt;= CoinsList.Count -1; i++)
                {
                    CoinsList[i].Draw(spriteBatch,coinSprite);
                }
            spriteBatch.Draw(playerSprite, ConvertUnits.ToDisplayUnits(playerrect.Position), null, Color.White, playerrect.Rotation, new Vector2(playerSprite.Width / 2.0f, playerSprite.Height / 2.0f), 1f, SpriteEffects.None, 0f);
           spriteBatch.End();

            base.Draw(gameTime);
        }
    }&lt;/code&gt;&lt;/pre&gt;

Coin class:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;public class Coins
    {
       Body Coin;
       BodyType Cointype;
       Vector2 Coinposition;
       float Coinrotation;
       public bool Remove;
       World world1;
       Body playerrect;

       public Coins(World world,Body coin, BodyType cointype, bool coinsensor, Vector2 coinposition, float coinrotation, bool remove, Body playerr)
       {
         playerrect = playerr;
         world1 = world;
         this.Coin = coin;
         this.Cointype = cointype;
         this.Coin.IsSensor = coinsensor;
         this.Coinposition = coinposition;
         this.Coinrotation = coinrotation;
         this.Remove = remove;
         Coin.OnCollision += Coin_OnCollision;
       }

         bool Coin_OnCollision(Fixture fixtureA, Fixture fixtureB, FarseerPhysics.Dynamics.Contacts.Contact contact)
        {
           if (fixtureB.CollisionCategories == Category.Cat15)
            {
                world1.RemoveBody(fixtureA.Body);
                Remove = true;
            }
            return true;
        }

        public void Draw(SpriteBatch batch, Texture2D coinSprite)
        {
            if (Remove == false)
            {
              batch.Draw(coinSprite, ConvertUnits.ToDisplayUnits(Coinposition), null, Color.White, Coinrotation, new Vector2(coinSprite.Width / 2.0f, coinSprite.Height / 2.0f), 1f, SpriteEffects.None, 0f);
            }
        }
   }&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;</description><author>Wizard999</author><pubDate>Fri, 24 May 2013 15:34:16 GMT</pubDate><guid isPermaLink="false">New Post: OnCollision works not correctly 20130524033416P</guid></item><item><title>New Post: Games That Use Farseer Physics Engine 3.x</title><link>http://farseerphysics.codeplex.com/discussions/224442</link><description>&lt;div style="line-height: normal;"&gt;&lt;strong&gt;Granny Bash&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
Early work in progress. Currently being developed for Windows using XNA, Farseer and tIDE. The game doesn't have a definite direction at the moment and is being developed gradually in my spare time while not working (paid 9-5 work, that is).&lt;br /&gt;
&lt;br /&gt;
&lt;img src="http://3.bp.blogspot.com/-tfon03glxRg/UZyhzhteW3I/AAAAAAAAAHA/W8FKaZSLzr4/s1600/scr4.png" alt="Image" /&gt;&lt;br /&gt;
&lt;br /&gt;
Blog: &lt;a href="http://grannybash.blogspot.com.au/" rel="nofollow"&gt;http://grannybash.blogspot.com.au/&lt;/a&gt;&lt;br /&gt;
Steam Greenlight: &lt;a href="http://steamcommunity.com/sharedfiles/filedetails/?id=145837379" rel="nofollow"&gt;http://steamcommunity.com/sharedfiles/filedetails/?id=145837379&lt;/a&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>TerraCo</author><pubDate>Thu, 23 May 2013 05:35:12 GMT</pubDate><guid isPermaLink="false">New Post: Games That Use Farseer Physics Engine 3.x 20130523053512A</guid></item><item><title>New Post: How can I create polygons in Farseer 3.3.1?</title><link>http://farseerphysics.codeplex.com/discussions/444315</link><description>&lt;div style="line-height: normal;"&gt;Thanx. That helped me a lot.&lt;br /&gt;
&lt;/div&gt;</description><author>Wizard999</author><pubDate>Wed, 22 May 2013 20:21:35 GMT</pubDate><guid isPermaLink="false">New Post: How can I create polygons in Farseer 3.3.1? 20130522082135P</guid></item><item><title>New Post: How can I create polygons in Farseer 3.3.1?</title><link>http://farseerphysics.codeplex.com/discussions/444315</link><description>&lt;div style="line-height: normal;"&gt;Thanx. That helped me a lot.&lt;br /&gt;
&lt;/div&gt;</description><author>Wizard999</author><pubDate>Wed, 22 May 2013 20:21:35 GMT</pubDate><guid isPermaLink="false">New Post: How can I create polygons in Farseer 3.3.1? 20130522082135P</guid></item><item><title>New Post: Fence post joint</title><link>http://farseerphysics.codeplex.com/discussions/444527</link><description>&lt;div style="line-height: normal;"&gt;Disregard, fixed it...&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;JointFactory.CreateFixedRevoluteJoint(_world, _obstacleFixtures[0].Body, _obstacleFixtures[0].Body.LocalCenter - new Vector2(obstacle.Width/2/_pixelsPerMeter,0), new Vector2(20,20));&lt;/code&gt;&lt;/pre&gt;

Will leave this up for anyone else who needs it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, I have shoehorned a few different systems into my game. Farseer Physics and tIDE. There's a couple of layers that do different things (map background, spawn entities). If anyone wants to have a look at the current progress and to see how I implemented the fence joint, visit &lt;a href="http://grannybash.blogspot.com.au" rel="nofollow"&gt;http://grannybash.blogspot.com.au&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Please don't hesitate to ask if you want help marrying up Farseer and tIDE with XNA.&lt;br /&gt;
&lt;/div&gt;</description><author>TerraCo</author><pubDate>Wed, 22 May 2013 06:06:12 GMT</pubDate><guid isPermaLink="false">New Post: Fence post joint 20130522060612A</guid></item><item><title>New Post: Fence post joint</title><link>http://farseerphysics.codeplex.com/discussions/444527</link><description>&lt;div style="line-height: normal;"&gt;Disregard, fixed it...&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;JointFactory.CreateFixedRevoluteJoint(_world, _obstacleFixtures[0].Body, _obstacleFixtures[0].Body.LocalCenter - new Vector2(obstacle.Width/2/_pixelsPerMeter,0), new Vector2(20,20));&lt;/code&gt;&lt;/pre&gt;

Will leave this up for anyone else who needs it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, I have shoehorned a few different systems into my game. Farseer Physics and tIDE. There's a couple of layers that do different things (map background, spawn entities). If anyone wants to have a look at the current progress and to see how I implemented the fence joint, visit &lt;a href="http://grannybash.blogspot.com.au" rel="nofollow"&gt;http://grannybash.blogspot.com.au&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Please don't hesitate to ask if you want help marrying up Farseer and tIDE with XNA.&lt;br /&gt;
&lt;/div&gt;</description><author>TerraCo</author><pubDate>Wed, 22 May 2013 06:06:12 GMT</pubDate><guid isPermaLink="false">New Post: Fence post joint 20130522060612A</guid></item><item><title>New Post: Fence post joint</title><link>http://farseerphysics.codeplex.com/discussions/444527</link><description>&lt;div style="line-height: normal;"&gt;Hey,&lt;br /&gt;
&lt;br /&gt;
I am looking for the correct type of joint to simulate a fence rotating around a post in birds-eye perspective. Closest thing I have is a singular fence rotating on its point of origin, code below.&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;public void AddFence(float x, float y)
        {
            // Create a fence
            Fixture Temp = FixtureFactory.CreateRectangle(_world, obstacle.Width / _pixelsPerMeter, obstacle.Height / _pixelsPerMeter, 1);
            Temp.Body.Mass = 100;
            Temp.Body.LocalCenter = new Vector2(300, 0);
            Temp.Body.Position = new Vector2(x * 2.5f, y * 2.5f);
            Temp.Body.Rotation = 90 * ((float)Math.PI / 180);
            Temp.Body.BodyType = BodyType.Dynamic;
            Temp.Body.LocalCenter = new Vector2(10, 0);
            Temp.Body.FixedRotation = false;
            _obstacleFixtures.Add(Temp);
            JointFactory.CreateAngleJoint(_world, _obstacleFixtures[0].Body,LevelBodies[10,10].Body);
        }
public override void Update()
{
_obstacleFixtures[0].Body.Position = LevelBodies[9, 10].Body.Position + new Vector2(0, -obstacle.Width / 2 / _pixelsPerMeter);
}&lt;/code&gt;&lt;/pre&gt;

There's a fair chance that I just don't know the exact type of joint needed&lt;br /&gt;
&lt;/div&gt;</description><author>TerraCo</author><pubDate>Wed, 22 May 2013 05:36:01 GMT</pubDate><guid isPermaLink="false">New Post: Fence post joint 20130522053601A</guid></item><item><title>New Post: Fence post joint</title><link>http://farseerphysics.codeplex.com/discussions/444527</link><description>&lt;div style="line-height: normal;"&gt;Hey,&lt;br /&gt;
&lt;br /&gt;
I am looking for the correct type of joint to simulate a fence rotating around a post in birds-eye perspective. Closest thing I have is a singular fence rotating on its point of origin, code below.&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;public void AddFence(float x, float y)
        {
            // Create a fence
            Fixture Temp = FixtureFactory.CreateRectangle(_world, obstacle.Width / _pixelsPerMeter, obstacle.Height / _pixelsPerMeter, 1);
            Temp.Body.Mass = 100;
            Temp.Body.LocalCenter = new Vector2(300, 0);
            Temp.Body.Position = new Vector2(x * 2.5f, y * 2.5f);
            Temp.Body.Rotation = 90 * ((float)Math.PI / 180);
            Temp.Body.BodyType = BodyType.Dynamic;
            Temp.Body.LocalCenter = new Vector2(10, 0);
            Temp.Body.FixedRotation = false;
            _obstacleFixtures.Add(Temp);
            JointFactory.CreateAngleJoint(_world, _obstacleFixtures[0].Body,LevelBodies[10,10].Body);
        }
public override void Update()
{
_obstacleFixtures[0].Body.Position = LevelBodies[9, 10].Body.Position + new Vector2(0, -obstacle.Width / 2 / _pixelsPerMeter);
}&lt;/code&gt;&lt;/pre&gt;

There's a fair chance that I just don't know the exact type of joint needed&lt;br /&gt;
&lt;/div&gt;</description><author>TerraCo</author><pubDate>Wed, 22 May 2013 05:36:01 GMT</pubDate><guid isPermaLink="false">New Post: Fence post joint 20130522053601A</guid></item><item><title>New Post: How can I use the ContactListener?</title><link>http://farseerphysics.codeplex.com/discussions/444259</link><description>&lt;div style="line-height: normal;"&gt;Here's how I do it:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;    // do this on whatever constructor / init function you have
    void Start()
    {
        // get the world singleton somehow
        World world = FSWorldComponent.PhysicsWorld;

        // register
        world.ContactManager.BeginContact += onBeginContact;
        world.ContactManager.EndContact += onEndContact;
        world.ContactManager.PreSolve += onPreSolve;
        world.ContactManager.PostSolve += onPostSolve;

        // NOTE: you should probably unregister on destructor or wherever is relevant...
    }

    bool onBeginContact( Contact _contact )
    {
        // ...
        return true; // or false to ignore the contact
    }
    void onEndContact( Contact _contact )
    {
        // ...
    }

    void onPreSolve( Contact _contact, ref Manifold _oldManifold )
    {
        // ...
    }
    void onPostSolve( Contact _contact, ContactVelocityConstraint _impulse )
    {
        // ...
    }&lt;/code&gt;&lt;/pre&gt;

I use the Unity port of Farseer so your mileage may vary.&lt;br /&gt;
&lt;/div&gt;</description><author>benblo</author><pubDate>Tue, 21 May 2013 08:49:31 GMT</pubDate><guid isPermaLink="false">New Post: How can I use the ContactListener? 20130521084931A</guid></item><item><title>New Post: How can I use the ContactListener?</title><link>http://farseerphysics.codeplex.com/discussions/444259</link><description>&lt;div style="line-height: normal;"&gt;Here's how I do it:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;    // do this on whatever constructor / init function you have
    void Start()
    {
        // get the world singleton somehow
        World world = FSWorldComponent.PhysicsWorld;

        // register
        world.ContactManager.BeginContact += onBeginContact;
        world.ContactManager.EndContact += onEndContact;
        world.ContactManager.PreSolve += onPreSolve;
        world.ContactManager.PostSolve += onPostSolve;

        // NOTE: you should probably unregister on destructor or wherever is relevant...
    }

    bool onBeginContact( Contact _contact )
    {
        // ...
        return true; // or false to ignore the contact
    }
    void onEndContact( Contact _contact )
    {
        // ...
    }

    void onPreSolve( Contact _contact, ref Manifold _oldManifold )
    {
        // ...
    }
    void onPostSolve( Contact _contact, ContactVelocityConstraint _impulse )
    {
        // ...
    }&lt;/code&gt;&lt;/pre&gt;

I use the Unity port of Farseer so your mileage may vary.&lt;br /&gt;
&lt;/div&gt;</description><author>benblo</author><pubDate>Tue, 21 May 2013 08:49:31 GMT</pubDate><guid isPermaLink="false">New Post: How can I use the ContactListener? 20130521084931A</guid></item><item><title>New Post: Games That Use Farseer Physics Engine 3.x</title><link>http://farseerphysics.codeplex.com/discussions/224442</link><description>&lt;div style="line-height: normal;"&gt;Pinball league: The World of Dr. Pickaxe&lt;br /&gt;
&lt;br /&gt;
Pinball game for Windows Phone &amp;amp; Windows Store. &lt;br /&gt;
Developed on XNA/monoGame.&lt;br /&gt;
&lt;br /&gt;
&lt;img src="http://tainicom.net/ImageGen.ashx?image=/media/4286/12-stonehenge.jpg&amp;amp;width=240" alt="Image" /&gt;&lt;br /&gt;
&lt;br /&gt;
Dr Pickaxe for Windows Phone: &lt;br /&gt;
&lt;a href="http://tainicom.net/games/pinball-league-the-world-of-dr-pickaxe.aspx" rel="nofollow"&gt;http://tainicom.net/games/pinball-league-the-world-of-dr-pickaxe.aspx&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Dr Pickaxe for Windows 8/RT: &lt;br /&gt;
&lt;a href="http://tainicom.net/games/pinball-league-the-world-of-dr-pickaxe-hd.aspx" rel="nofollow"&gt;http://tainicom.net/games/pinball-league-the-world-of-dr-pickaxe-hd.aspx&lt;/a&gt; &lt;br /&gt;
&lt;/div&gt;</description><author>nkast</author><pubDate>Tue, 21 May 2013 07:54:53 GMT</pubDate><guid isPermaLink="false">New Post: Games That Use Farseer Physics Engine 3.x 20130521075453A</guid></item><item><title>New Post: How can I create polygons in Farseer 3.3.1?</title><link>http://farseerphysics.codeplex.com/discussions/444315</link><description>&lt;div style="line-height: normal;"&gt;Look at the specs! Its (data, width, holeDetection), so change it to&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;Vertices  verts = PolygonTools.CreatePolygon(data, polygonTexture.Width, true);&lt;/code&gt;&lt;/pre&gt;

But I highly recommend to look at the farseer samples project. There, AdvancedDemo1 greatly explains how to make an physical object out of a texture. &lt;br /&gt;
&lt;/div&gt;</description><author>streikbrecher</author><pubDate>Tue, 21 May 2013 07:47:18 GMT</pubDate><guid isPermaLink="false">New Post: How can I create polygons in Farseer 3.3.1? 20130521074718A</guid></item><item><title>New Post: How can I create polygons in Farseer 3.3.1?</title><link>http://farseerphysics.codeplex.com/discussions/444315</link><description>&lt;div style="line-height: normal;"&gt;Look at the specs! Its (data, width, holeDetection), so change it to&lt;br /&gt;
&lt;pre&gt;&lt;code&gt;Vertices  verts = PolygonTools.CreatePolygon(data, polygonTexture.Width, true);&lt;/code&gt;&lt;/pre&gt;

But I highly recommend to look at the farseer samples project. There, AdvancedDemo1 greatly explains how to make an physical object out of a texture. &lt;br /&gt;
&lt;/div&gt;</description><author>streikbrecher</author><pubDate>Tue, 21 May 2013 07:47:18 GMT</pubDate><guid isPermaLink="false">New Post: How can I create polygons in Farseer 3.3.1? 20130521074718A</guid></item><item><title>New Post: How can I create polygons in Farseer 3.3.1?</title><link>http://farseerphysics.codeplex.com/discussions/444315</link><description>&lt;div style="line-height: normal;"&gt;Thanx. But I still have difficulties with this line:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt; //Find the vertices that makes up the outline of the shape in the texture
          Vertices  verts = PolygonTools.CreatePolygon(data, polygonTexture.Width, polygonTexture.Height, true);&lt;/code&gt;&lt;/pre&gt;

No overload for method 'CreatePolygon' takes 4 arguments	&lt;br /&gt;
&lt;br /&gt;
What should I change in this line?&lt;br /&gt;
&lt;/div&gt;</description><author>Wizard999</author><pubDate>Tue, 21 May 2013 07:35:38 GMT</pubDate><guid isPermaLink="false">New Post: How can I create polygons in Farseer 3.3.1? 20130521073538A</guid></item><item><title>New Post: How can I create polygons in Farseer 3.3.1?</title><link>http://farseerphysics.codeplex.com/discussions/444315</link><description>&lt;div style="line-height: normal;"&gt;Thanx. But I still have difficulties with this line:&lt;br /&gt;
&lt;pre&gt;&lt;code&gt; //Find the vertices that makes up the outline of the shape in the texture
          Vertices  verts = PolygonTools.CreatePolygon(data, polygonTexture.Width, polygonTexture.Height, true);&lt;/code&gt;&lt;/pre&gt;

No overload for method 'CreatePolygon' takes 4 arguments	&lt;br /&gt;
&lt;br /&gt;
What should I change in this line?&lt;br /&gt;
&lt;/div&gt;</description><author>Wizard999</author><pubDate>Tue, 21 May 2013 07:35:38 GMT</pubDate><guid isPermaLink="false">New Post: How can I create polygons in Farseer 3.3.1? 20130521073538A</guid></item><item><title>New Post: How can I create polygons in Farseer 3.3.1?</title><link>http://farseerphysics.codeplex.com/discussions/444315</link><description>&lt;div style="line-height: normal;"&gt;Try changing &lt;br /&gt;
&lt;pre&gt;&lt;code&gt;List&amp;lt;Fixture&amp;gt; compund = FixtureFactory.CreateCompoundPolygon(world, _list, 1);
compund[0].Body.BodyType = BodyType.Dynamic;&lt;/code&gt;&lt;/pre&gt;

to &lt;br /&gt;
&lt;pre&gt;&lt;code&gt;Body body = BodyFactory.CreateCompoundPolygon(world, _list, 1);
body.BodyType = BodyType.Dynamic;&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;</description><author>streikbrecher</author><pubDate>Mon, 20 May 2013 23:15:50 GMT</pubDate><guid isPermaLink="false">New Post: How can I create polygons in Farseer 3.3.1? 20130520111550P</guid></item><item><title>New Post: How can I create polygons in Farseer 3.3.1?</title><link>http://farseerphysics.codeplex.com/discussions/444315</link><description>&lt;div style="line-height: normal;"&gt;Try changing &lt;br /&gt;
&lt;pre&gt;&lt;code&gt;List&amp;lt;Fixture&amp;gt; compund = FixtureFactory.CreateCompoundPolygon(world, _list, 1);
compund[0].Body.BodyType = BodyType.Dynamic;&lt;/code&gt;&lt;/pre&gt;

to &lt;br /&gt;
&lt;pre&gt;&lt;code&gt;Body body = BodyFactory.CreateCompoundPolygon(world, _list, 1);
body.BodyType = BodyType.Dynamic;&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;</description><author>streikbrecher</author><pubDate>Mon, 20 May 2013 23:15:50 GMT</pubDate><guid isPermaLink="false">New Post: How can I create polygons in Farseer 3.3.1? 20130520111550P</guid></item></channel></rss>